Backstories
Your character's backstory describes
their life
before the campaign, and how they came to be an adventurer. You are not
obligated to write any length of backstory, nor do you receive rewards
for doing so. The
purpose of a backstory is simply to help you roleplay your character
and
understand their motivations. After all,
adventurers do not spring
fully formed from the ground, and their past experiences will inform
their actions once the "frontstory" begins. It can be hard to earn DP for a character arc when you don't know how their arc began!
Feel free to handle
your backstory in whatever way is helpful to you. Some Legends
players enjoy
writing many pages of backstory, while others are content with one
simple answer like "for the money" when their character is first asked
why they became an adventurer. You
don't need to feel pressured to write a whole novella just
to play. You
can even have a tentative background and "discover" more facts about
your character as the game goes on, provided you stay consistent and don't contradict
any earlier fact.
As
discussed in the LP
chapter,
backstory does not directly affect your
character's capabilities or resources unless you take LP Elements to match. In
Legends, the GM is also not required to incorporate your
backstory into the campaign's storyline. They may decide to do so, but an individual PC's motivations are unlikely to become the focus of the plot. It is your responsibility, not the GM's, to make
sure that your character is motivated to stay and work with the party. If at any point you find that your
character would no longer participate in the group's story, it's time
to retire them and make a new character.
If your GM is doing an advanced start, or if you are making a
replacement character for a PC who died or retired after many
adventures, some form of backstory may be required to explain how the
new character got their experience and depth. But LP Elements will
still be needed for any extra backstory-related benefits,
the focus will still be on the campaign storyline.
"Dos"
Should you choose to write a backstory, here are a few ideas for useful
things to include:
-Where
your character came from. You might
consult the Geography
chapter in depth and choose a particular city, or
you might keep it simple: "a small village in Manusia." You might also
address how they came to be in whatever location the GM is
beginning the campaign.
-Why
your character became
an adventurer. It's a highly risky profession, and not one that a person
would generally consider without some kind of "push." Trauma or
desperation are common examples. Other characters become enamored with the reputation of adventurers,
giving in to the "hero worship." Some seek power or wealth. Positive
relationships with stable
families are extremely rare amongst adventurers, as such expectations
are hardly compatible with the travel and risk. In general, new
adventurers
have either gone through some experience that puts them in a place of
"having nothing to lose" (or at least less to lose),
or they are supremely confident in their own
invincibility.
-How
your character obtained any LP Elements you chose, as well as their
starting Study Background(s). Many of these are fairly straightforward
(for example, the required five years at an arcane school), while
others are an opportunity for some creativity.
Your entire backstory should also be shared with your GM, and abide by
any unique provisions they've established - for example, beginning the
campaign already
knowing the other party members, or working for a specific employer.
"Don'ts"
Likewise, here are a few elements that should never be part of a
backstory:
-"Gaming"
the campaign. Don't attempt
to bypass LP Element requirements or gain a leg up over the GM or the other players in some way;
don't try to make your backstory overshadow the frontstory. Similarly,
don't portray your character as a member of an established Lur-Asko
faction without consulting the GM.
-Contradicting
the lore. While you don't need to exhaustively read all the lore of
Lur-Asko to create a character, some concepts simply don't work. For
example, don't try to have a Therbolgite who actually remembers the
Deep,
or a character who follows some new religion that doesn't exist in the
setting. Backstories are meant to engage with the lore, not overwrite
it.
-Fighting
with your GM. They have the right to ask you to change any part of your
backstory, and are not required to explain why; some things that would
otherwise be perfectly fine might clash with the plans for their
particular campaign.